NAME: Daryl Voorhees


Age: 52

Sex: Male

Race: White

Class: Near Poverty

Profession: Guard/Thug

Disposition: Murderous

Faction(s): Allied with Johnson

horizontal_spacer.png
external image Dg4GW1b.jpg
horizontal_spacer.png

DESCRIPTION & BACKGROUND

Some folks just like killing other folks and as far back as Daryl Voorhees can remember, he’s been one of those people. Growing up with no way to make a living for yourself other than robbing folks would be a good excuse for his lifestyle, but Daryl was the son of a well-to-do merchant and would’ve lived a life of relative comfort if he’d stayed at home and also didn’t hack his parents into meaty chunk-bits with an axe at the age of ten. Wandering around aimlessly, taking what he wants from people and severely hurting anyone who tried to stop him, Daryl managed to not get killed through a combination of wits, street smarts and pure badassedness.

In recent years, Daryl has found himself allied with the boss of the Johnson’s Creek Outlet Bazaar, the pugnacious grifter and con-man Johnson. Johnson finds that having someone with Daryl’s capabilities around makes people stay on edge and behave themselves while he carries on with his business. Daryl just likes the fact that he can hurt whoever the hell he wants without worrying about the consequences since Johnson just lets him do whatever the hell he wants; a fact that keeps Daryl around even though Johnson pays him rather little for his skills.


In his spare time, Daryl runs and operates Daryl’s School of Badassedery, where he imparts a few of the skills he’s picked up over the years to those willing to pay and possibly endure life-threatening injuries for them.




HEALTH = 8

INITIATIVE = 7

DEFENSE = 3

SPEED = 11

WEAPONS = 1 melee and/or short-range weapon; upper-class will have both plus a ranged long weapon

ARMOR = Reinforced leather jacket

ATTRIBUTES


Intelligence: 2
Wits: 2
Resolve: 3

Strength: 3
Dexterity: 3
Stamina: 3

Presence: 2
Manipulation: 2
Composure: 4

SKILLS


Mental

Academics : 0
Computer : 0
Crafts : 0
Investigation : 0
Medicine : 1
Religion/Knowledge: 0
Politics : 0
Scavenge:
Science: 0


Physical

Athletics : 2
Brawl : 2
Drive : 0
Firearms : 2
Larceny : 0
Stealth : 0
Survival : 0
Weaponry: 2

Social

Animal ken : 0
Empathy : 0
Intimidation : 2
Persuasion : 0
Socialize : 0
Streetwise : 2
Subterfuge: 0

MERITS (should not exceed 7)

Status +2
Iron Stamina +3
Natural Immunity +1

and

FLAWS

Wrath